Half-Life: Absolute Zero is a mod dedicated to recreating the version of Half-Life that we never got to experience fully. Our goal to recreate the art-style and chapters featured off in Half-Life builds from early to mid 1998. It will feature all the chapters, monsters and weapons that never made it into the final game. Players will now be able to experience Communications Center, the military camp in Surface Tension, and players will also get to fight cut enemies like the Human Sergeant, the Panthereye, Stukabat, along with cut weapons such as the Chumtoad.
I mean, you guys should of realized this by now, we post updates when we feel ready to update you guys. It takes us months just to get to a point where we are happy with how a chapter is looking and playing and from there it takes a few weeks for us to decide to share the progress with the community. There's only one situation where we didn't follow this standard and that was the original Footfall (Power Up) screenshots. Which to this day, we regret sharing publicly. We plan on trying to make this better by having a Discord server in place to share our in-development progress.
With this Discord server, we can directly communicate with you guys and show off progress with the mod itself in a quick manner and receive direct feedback for our work. While it may still take us awhile to update our ModDB profile with more finalized work, Discord will allow us to get down and dirty and show you the rough edges of mod development.
Well, quite a bit. Questionable Ethic is mainly done geometry wise, we just have to texture one of the maps, add things to do, and link it up with other chapters. Cliff Hanger (Surface Tension) has a good portion of the desert and the opening of Military Camp done and playable, and we have Boot Camp in the works. On a Rail is still as painful as ever, but the opening is mostly completed! We have a working conversion of the retail Residue Processing with minor adjustments to match the footage and screenshots we do have of it, but it's not ready to demo off, we still have to make it so it isn't much of a clone of the retail chapter. Blast Pit is going through a major re-work currently, as the original maps we were working on during the demo release were quite broken. Of course, this isn't all of the progress we have done since we last updated you guys.
We adjusted and fixed the maps seen in the demo release thanks to your guys' feedback! We are listening, let us know on our Discord what your concerns or comments may be, we want to know!
But not only that, we were focusing on other projects since the demo release of Half-Life: Absolute Zero. We were also working on Fairfield Terror, which, trust us, we are going to release that really soon. But this isn't the Fairfield page, so I won't go much into details of it, if you're interested in Fairfield, check out that page.
Good question! Right here:
We also now have an official Steam Group (but it's mainly just going to be these updates):
If you didn't get the chance to play our demo, I'm going to link it again!
If you didn't get the chance to see our old abandoned content from years past, I'm going to link that again! Just remember, the builds folder is off limits to your mods, everything else is fair game if you credit us!:
and if you want to see where this all started back in October of 2010, then here's Half-Life E3 1998:
no idea why you would want to torture yourselves with this?
This update only exists to give you some now open-sourced content of Half-Life: Absolute Zero's past.
Hey look, it's one of those update-ry things! Who knew it would take about an entire year to get another one of those.
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